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Sowing the Dragon's Teeth
Cost: (+1m, 1wp); Mins: Archery 5, Essence 4; Type: Permanent Keywords: Shaping Duration: Permanent Prerequisite Charms: Twisting Spiteful Shaft, Relic Arrow Method
It is said that there was a dragon whose teeth gave birth to an entire army, and one charm remembers that tale. This charm enhances Twisting Spiteful Shaft, except that until the arrow is removed, instead of burrowing deeper, it gives birth to new missles formed of the victim's own bone. Treat these as the same kind of arrow as the one in the victim. Each turn, a target of the Abyssal's choice is attacked with the Abyssal's full archery dice pool. The secondary target receives both their own armor and the victim's armor as a soak bonus. The arrow does the the victim's Strength plus Abyssal's Essence for base damage before arrow type or successes are figured in. Unlike in Twisting Spiteful Shaft, this charm's effects can be ended by killing the victim.
Darkness Consumes the Shadows
Cost: 4m (+1wp); Mins: Archery 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Martial-Ready Duration: Instant Prerequisite Charms: Piercing Ghost Barb
Working on the lessons granted by the Piercing Ghost Barb, he is able to make an arrow both resonate with the spirit of the target and have a destructive effect on invading presences. In effect, the arrow passes through all corporeal and incorporeal barriers and is invisible to observers, except the target. Should this attack strike, it does no damage physically but spiritually, it's a very different matters. Any possessing beings are ripped out forcefully from the target, taking the force of the attack, except for a charge of 1 Willpower to the purged target. Should they be unable to pay a willpower, a lethal Health Level will be substituted.
Martial-Ready: Martial Arts, Melee, Thrown
Laying the Honored to Rest
Cost: 5m; Mins: Archery 5, Essence 5; Type: Simple Keywords: Combo-Ok, Obvious Duration: One-Scene Prerequisite Charms: Piercing Ghost Barb
Making an arrow immaterial to all but your target... the play of children, but to make it able to pin them down, while staying immaterial to all their attempts to free themselves? Now that is a trick worthy of being repeated.
Upon a successful Archery attack, the Abyssal may elect to resolve the attack as an automatically successful ranged grapple upon her target and maintains this with a dice pool of her (Essence + Archery). She may grapple up to a total of (Essence) targets at any given time and should she exceed that limit then one of the previously trapped targets automatically breaks free.